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Renderer

Renderer

Category:

AddIn:

Scope:

Code Snippets:

Supports Material List:

Status Screen Widgets:

License:

Visual Stimuli

Base Elements

Local

no

yes

no

Standard EventIDE license

In this article:


Introduction


The Renderer element is used to display visual materials from the Material Library on the experiment’s stimulus screen. It provides a scalable, transformable viewport for bitmaps, vector shapes, and other visual items, along with a wide range of real-time image processing effects.


Multiple materials can be loaded into the Renderer’s internal list to create stimulus sets for presentation sequences or condition-based display. The element supports spatial transformations (position, rotation, scaling), alpha masking, pixel effects, and positional jitter, all of which can be modified at runtime.


Key Features


  • Renders images and vector graphics from the Material Library.

  • Real-time image effects including blur, pixelation, scrambling, and color adjustments.

  • Alpha masking for transparency-based compositing.

  • Spatial transformations (position, rotation, scaling) with adjustable pivot point.

  • Multiple material handling for stimulus sets.

  • Hardware-accelerated rendering for smooth performance.

  • Runtime control of appearance and effects.

  • Integrated with EventIDE’s runtime variable system for adaptive stimulus display.


Properties

Name

Description

Property Class

Type

Material List




Item Count

Return the total number of material items in the list of this element

Status

Int32

Selected Index

Defines an index of the selected library item in the list of this element

General

Int32

Selected Item

Defines a name of the selected library item in the list of this element

General

String

Equalize RGB

If true, the RGB pixel intensity is equalized across all loaded items

Design

Boolean

Visual Appearance




Auto Size Mode

Whether the rendering viewport is automatically resized on loading a new material

General

Int32

Alpha Masking

Whether visual content is used to create an opacity mask on the event surface

Design

Int32

AntiAliasing

If true, the rendered content will be antialiased

General

Boolean

Position

Position of the rendering viewport on the screen

General

clPoint

Size

Size of the element's rendering viewport on the screen

General

clSize

Z Order

Indicates Z Order of the element on the given event

Status

Int32

Pivot Point

Defines alignment of the pivot point relative to element's rendering area

General

stAlig..

Visible

Whether the element is visible

General

Boolean

Rotation

Rotation angle in degrees

General

Double

Effects




Transparent Color

The color in the original pixels to be set as transparent

General

stColor

Transparent Tolerance

Tolerance ratio for transparency color selection

General

Int32

Color Mask

Multiplies original pixels with a mask color for a glass-like effect

General

stColor

Opacity

Opacity of the rendered content

General

Int32

Contrast

Contrast of the rendered content

General

Int32

Brightness

Brightness of the rendered content

General

Int32

Saturation

Saturation of the rendered content

General

Double

Pixelation

Pixelation of the rendered content

General

Int32

Blurring

Radius for gaussian blur in pixels

General

Int32

Scrambling

Proportion of scrambled voxels

General

Double

Scrambling Grid Size

Dimensions of the scrambling grid

General

clSize

Positional Jitter




Reset Jitter Now

Runtime command to reset the positional jitter

Runtime Command

Boolean

Current Jitter

Returns the current jitter

Status

clPoint

Jitter Range

Range for random jitter, centered on element position

General

clSize

Test Jitter

Test the current jitter setting

Design

Boolean

Control




Is Enabled

If set to false the element is completely omitted when the experiment is run

Design

Boolean

Title

Title of the element

Design

String


Assigning Materials to the Renderer


To display visual content, the Renderer must be linked to one or more materials from the project’s Material Library.


  1. Load Materials into the Material Library – Add your images, vector shapes, or other supported formats via the Material Library panel.

  2. Assign Materials to the Renderer – Open the Renderer’s Material List section in the Properties panel and select the desired material using Selected Item or Selected Index.

  3. Switch Materials at Runtime – You can change the material displayed by modifying the Selected Index or Selected Item property during execution, allowing dynamic stimulus changes within a trial.

  4. Apply Optional Preprocessing – Enable Equalize RGB to normalize color intensity across loaded materials, ensuring consistent brightness and contrast.


Practical Use


The Renderer is a flexible building block for visual stimulus presentation. It can be used alone or in combination with other elements such as masks, overlays, or real-time signal-based triggers.


Example usage scenarios:


  • Static image display – Present a single image for a fixed duration.

  • Stimulus sequence playback – Cycle through a set of images by updating the Selected Index at timed intervals.

  • Dynamic visual effects – Apply blurring, color masking, or pixelation in response to experimental variables or participant input.

  • Masked displays – Use alpha masking to reveal only specific parts of the stimulus area.

  • Attention and eye-tracking studies – Combine with positional jitter to prevent image location habituation.


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